Help make sense out of this major stat change I want to do.

BRP2

First Post
[A lot of job/spell changes will be made to suit the following, but that isn't the issue at hand]

Basically, I want to add a seventh stat: Agility. Well, this, and a lot of big changes at once.

Dexterity, which I might wanna rename, takes most physical perception traits from Wisdom(listen, spot) and becomes the base stat for anything involving hand-eye coordination(so, as is) and aiming/precision. Agility takes away the, well, agile aspects from Dexterity(including AC and Reflex) and skills like Hide. Another thing Agility will decide is movement speed(which at the moment, don't want to think about). Wisdom, I'll probably rename Mind, and it will become a universally important stat for its ties with "chi"(important to melee) and mana/magic(important to... yeah).

One problem may be "characters might be too spread out", but I've decided to run the type of campaign where direct-stat boosts from magic items are rare(but magic items not rare in general) and players gain a lot of natural stat enhancements. 1 stat bonus every level after level 1, with the limit of only being able to upgrade the same stat once every 3 or 4 levels. Players start off with a bunch of predetermined numbers they can put in any stat (thinking 1 10, 1 12, and the rest 14s, 15s, and 16s)

First off, Armor as DR. And... a second tier of Constitution-based natural damage reduction. Your CON mod(and any bonuses) - attacker's STR mod(like wise) = natural DR for your character. If the attacker's STR mod is higher than your CON mod, he gets additional bonus on his damage attack. This secondary DR is increased while you level, which rate is based on your job(Toughish melees are best here, agile melees/experts not so much, and mages bad).

For any reason important, this natural DR is always counted after armor DR. For critical hits: Ignore Armor DR. The natural DR sometimes receives a x1.5 or x2 bonus when it belongs to a monster who has a special damage immunity(to slashing, piercing, or blunt), and likewise, can suffer just as powerful penalties when weak to that damage type. Just because I couldn't fit in earlier, Masterwork/Magic weapon bonuses are no longer applied to the "to hit"/Attack roll, but do count with your STR when determining whoever you want to chop up's natural DR(so, they can potentially count twice).

Second, if the opponent's damage does not breach the armor's DR, its considered that the attack never hit at all. Basically, what DnD kind of is now. However, its important to note that the damage was reduced, see below.

Third, every set of armor has "HP" based on what type it is and what its made out of. For every point of damage reduced, the armor's HP drops. For critical hits, twice the normal damage is done. This HP can be 'cured' with the current materials, time(though not really problem for the type of campaign I'm creating, where crafting has become magical based, and everyone has access to the type of magic[and only that type for commoners]), and crafting skill.

Fourth, AC is now entirely "mobile" based. So naturally, Defense Bonus variant. However, instead of adding DEX to your AC, you add "AGL", Agility. AC is also rolled and called Defense Roll.

Going to stop counting now, Attacking is now based on hitting the target. DEX is added into your Attack.

You no longer add your CON mod to your HP score. There has been a lot of discussion of what HP is. Its often referred to as a mix between a character's ability to make lethal wounds weaker, luck, and natural body resistance. I'm going with the first two only and letting CON be focused on the natural DR.

To help CON and WIS/Mind a little, the amount of Fortitude and Will checks will be increased in basic battle. Any attack that would normally kill or disable the player can be negated to leaving the player to 1 HP with a successful Fort save(DC = Damage). When this is done at 1 HP, the damage can be negated to 0 HP. Demoralizing your opponent/s is easier and can be even unintended. Any attack that deals a good amount of damage can force the taker on the damage to make a Will check, and if he fails he gets a penalty on attacks and defense(-1, -2, -3, around there). Same if you brutally kill an ally or look overpowering(think Dragons)/overwhelming in numbers(think outnumber.

A lot of DEX vs AGL going on: Attack vs AC, Listen vs Sneak/Move Silently, Spot vs Hide, you get the point. Also STR vs CON is important as well: Damage vs Natural AC.

Erk, too tired to make any typo fixes.
 
Last edited:

log in or register to remove this ad

What you are looking at doing is not just one change but many. You need to go back and look at how each thing alters the game and then slowly add them together one at a time. Personally, unless my players were eager to try something like this I wouldnt do it.
 

Here's an easier change you might contemplate:

Dexterity splits into Agility and ... er ... Dexterity.

Dexterity now affects your Reflex save, initiative, AC, and these skills: Hide, Move Silently, Open Locks, Sleight of Hand

Agility is your athletic potential. It affects your ranged attacks, Hit Points (instead of Con) and these skills: Tumble, Balance, Jump, Swim, Climb, Ride

Con affects your Fort save, grants you damage "soak" (like you propose), and affects Concentration.

What do you think of that? Cheers, -- N
 

Wohoo... a "Dex as attack bonus" thread :D

Fire!

What you're trying to do is a major change in the whole basic D&D set for reasons you might call flavor. That means: You won't win in fun regards. But you are in danger to lose a lot in regard of balance.

Without investing a whole load of work (and believe me, I did this kind of stuff for decades) you'll probably end up at something that does not work. Or you end up at something that works but is pretty different but horribly similar to D&D and you confuse your players.

My friendly suggestion: Check out the relevant variant rules in UA and pick the ones you like. Or get one of all those other gaming systems out there, they might have what you want.

Armor as DR: Do you have Conan d20? That might be an inspiration in this regard with less bookkeeping.
 
Last edited:

The reason for this change is this system is going be based on an online game, and I'm trying to take a few tiny pieces from the online game are merge it with the DnD/d20 system. I know that gots to sound like a deathwish, but I'm pretty confident that I can succeed if I put enough time into it. Most of the people who are going to play, either never played DnD or fairly capable/interested in the project.

What do you think of that? Cheers

Well, to be honest, I'd like to see a lot of the DEX vs AGL remain. I do like the mentioning of AGL being used for Ranged Attacks and athletic skills.

PS

What methods should I use to playtest these changes? Other than actual play :P
 
Last edited:

BRP2 said:
What methods should I use to playtest these changes? Other than actual play :P

Acid Test: Convert some "iconic" PCs and some appropriate-for-CR critters. Make sure that:
1/ The Fighter can hit most of the critters, while the Wizard cannot (in melee); and
2/ The Rogue can sneak past most of the critters, while the Cleric cannot.
(etc.)

Likewise, make sure that the critters (in their converted state) can do their thing against the PCs.


Base Test: Convert a module (mostly the skill checks). Ensure that PCs of the appropriate level have a decent chance against them.


Buffer Test: Ask your munchkin friend (we all have one) to optimize a PC under those constraints. Test that PC against your "iconic" four. What did he manage to break? Buy him some beer and a cheesesteak.


Play Test: You can play with yourself, of course, but it's more fun with a friend (or four...). ;)

Cheers, -- N
 


BRP2 said:
The reason for this change is this system is going be based on an online game, and I'm trying to take a few tiny pieces from the online game are merge it with the DnD/d20 system. I know that gots to sound like a deathwish, but I'm pretty confident that I can succeed if I put enough time into it. Most of the people who are going to play, either never played DnD or fairly capable/interested in the project.
Sounds good as initial situation. Try to rather simplify things and simply kick rules that sound like they don't work. That saves a lot of time and you don't end up digging around in details.

Movement speed: AGL *2 (round to 5ft squares). Seen someone do that and he said it worked fine.

Do you have a method of increasing these attributes when leveling?
 

Movement speed: AGL *2 (round to 5ft squares). Seen someone do that and he said it worked fine.

Do you have a method of increasing these attributes when leveling?

Ohh, that sounds like a very nice movement speed adjustment. Is it round up or down?(Going to assume round down)

Players pick the following numbers and put them in their seven stats:
10
12
13
14
15
16
16
[Note: I might go with 10, 12, 13, 14, 14, 15, 16 instead]

They then get a stat increase every level starting at level 2. They can increase the same stat once every 3 levels.

Magical means, mainly magic items, to increase your base stats are very limited, if not completely removed.
 

Had something similar. Stat increases every even and feats every odd level, plus one extra talent (special feat) at level 1. No feats that have feats as prerequisites allowed at level 1 (to screw humans).

Yet I love to roll my dice. To avoid high stats:
Roll 3d6 6 times for your stats and assign them to your stats. Then roll three dice. These three last dice can be exchanged with any single die of the first 6 stats.

That gives pretty low stats with one or two good ones.

In your case, might I suggest one 8? Like:
8, 11, 12, 13, 14, 15, 17.

With these stats, people have some abilities where one increase brings a benefit right now... and one weakness. I love weaknesses.
 

Remove ads

Top